History:
Wrath has been around in one form or another since 2003, when most of us first met to form a pre-release guild for World of Warcraft. The guild has always been on the bleeding edge of hardcore raiding and our members have had a knack for competitiveness in both PvP and PvE. The guild has experienced many top world kills in WoW and other MMOs with difficult raiding content. We have many members that have Gladiator rank experience in WoW, Top 50 GvG experience in the original Guild Wars, and high rankings in other various PvP formats. Wrath was originally a guild that focused entirely on a single game and most recently moved to SW:ToR. Due to the failures of the game the competitive raiding scene that was present at launch quickly died out and competitive PvP never got off the ground. When we collectively left SW:ToR we decided to reform as a multi-game guild that would foster a community of skilled and experienced players in all games of interest. A large number of our former members decided that Guild Wars 2 showed promise as a next-generation MMO that has the potential to captivate our interest for years to come. We are currently in the initial recruitment process and plan to grow into a much larger guild of competitive tPvP players, skilled PvE players, and dedicated WvW players.

Guild Wars 2 Policies

--------------------------------------

sPvP

Spoiler

Because sPvP is so competitive and because the limit is currently 5 players per team in tournaments there cannot be an official "Guild Team". Members are highly encouraged to form teams within the guild but are not restricted to recruiting for their team within the guild. If you do recruit skilled players for your sPvP outside the guild then we ask that they consider joining since the ability for players to join multiple guilds makes this a Win-Win. Their being in the guild helps us function as a more cohesive community and they reap the benefits of being in a guild with many friendly, skilled players. We recognize that sPvP is more about individual players and small teams and as a result we will have a fairly "hands-off" approach. In sPvP the guild should help you succeed without any intrusion or restriction. This means that we may conduct scrimmage matches between teams within the guild, help you substitute a player during a tournament if something goes horribly wrong, have a veteran player teach you the basics of a new build or class, etc. We will not be overly controlling or force you to run your team a certain way. We simply ask that you conduct yourself in a manner that doesn't make us all look bad.

WvWvW

Spoiler

WvWvW is probably the most important aspect of the game from a guild perspective. All other content doesn't really require the planning or management of a guild to succeed due to the 5-player cap but a successful guild can be a force to be reckoned with on the WvWvW battlefield. The opportunity for guilds to claim keeps also means this will be a highly competitive activity for guilds and there will definitely be bragging rights for guilds that manage to capture and hold important keeps as their own. sPvP might be where you make a name for yourself as an individual player but WvWvW is where we make a name for ourselves as a guild.

Commanders
It is clear that to stage a successful assault on most keeps we will need the support of more than just those within the guild. To accomplish this we will have at least one commander active at all times. Any members are encouraged to pick up commander rank themselves since this just brings us more people to work with as players gravitate toward commanders but we ask that you coordinate your squad's actions with the guild on TeamSpeak so that we do not have our forces split and have a greater chance of success in whatever we are doing. We also ask that Commanders try and coordinate with other guilds actively engaging in WvWvW. We will actively invite Commanders from other guilds to join our TeamSpeak during the more important sieges so that we can succeed not just as a guild but as a server.

Guild Keeps
It is important for us as a guild to hold keeps in our name because this distinguishes us from the crowd and also provides a real benefit on the WvWvW battlefield. The first benefit is that value is given to the guild tag and as we prove to be successful as a guild the players on our server will generally be more willing to help us in our WvWvW endeavors. This creates a snowball effect with us being more successful as a result of this extra help and gaining even more support, etc. The second benefit is that we gain bases that we can fortify, defend, and improve. Keeps that are fortified and upgraded enough can be used as waypoints so that players can spawn at the keep instead of at the main server base. This provides an astronomical advantage to our guild and to our server since we can reinforce more quickly to crush our opponents in sieges or defend against the most brutal of assaults.

Supply Camps
Supply camps are possibly the most important factor in WvWvW. Siege weapons are immensely powerful and supply is the main limiting factor. Repairing structures requires supply and in long battles it will be crucial to repair and prevent reinforcements from rushing in through broken walls. A team of five can hold against a 50 man assault with a large stockpile of supply and a team of 10 can break a fully fortified keep with the use of siege weapons. As a guild we will make it a mission to not ignore this important but easily overlooked aspect of WvWvW as so many other guilds have done and will continue to do. We will use our numbers effectively and deploy squads where needed to win. We will be the guild that is known for strategy, not mindless zergs that tunnel Stonemist.

PvE

Spoiler

To be added once I have more experience with the PvE content. We do not yet know if difficult enough content exists to allow for any serious or competitive PvE teams to develop.

--------------------------------------

Leadership

Spoiler

The leadership structure of the guild will depend on the number of people we have within the guild. Initially we will have a small council of 3 trusted and unbiased players handle the day to day operations of the guild. As the guild grows we will appoint more council members to better manage our affairs. Grey area decisions that have significant impact on the guild will be decided upon by a majority vote. We will be employing the use of the https://www.youtube....sE"]alternative vote when applicable because this is the fairest option I have come across. The goal of our leadership structure is to let all members have a say in the direction of the guild while not allowing overly stupid decisions to occur.

Funding

Spoiler

Guild Wars 2 will have a lot of things for guilds to spend Influence/Gold on especially once they release Guild Halls in a confirmed future patch. To make sure that we have sufficient funds for our guild we will primarily be doing fundraising runs through PvE content, hosting competitions, doing sPvP in guild teams, etc. Since the primary currency for guilds is influence we will most likely have sufficient funds for all that we wish to acquire as long as people represent [WN] as much as possible while playing.

Note: Policies are subject to change as the guild matures. Since the GW2 PvE and PvP systems are so different from typical MMOs it is hard to predict the best way to tackle the content and function as a guild.